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Knights & Equipment

Commander / EDH RBW (Mardu)

MULRAH


This deck continues my cycle of budget tribal decks. The tribal theme here is knights, and you'll do just fine if you focus on getting your knights out as soon as possible. The mechanical subtheme is equipment and (to a much lesser extent) auras. If you can get just the right combination of auras and equipment out, you can get infinite life or maybe even do infinite damage, but this deck is not optimized to ensure that happens in every game. The commander is Syr Gwyn, Hero of Ashvale , and--unlike many of my other decks--this is the only option here.

Deck Structure

This deck has been built using the 8x8 method. Half the modules fulfill typical functions you'd expect to see in any commander deck, while the other half support the specific themes of this deck.

For every deck, I include a module for ramp, removal, and card draw, preferably filled with cards that align with the deck's theme rather than generic spells that could go in any deck.

  • Ramp: These colors tend to be pretty weak in ramp, and knights provide few options for ramping or cost reduction. As a result, this suite is mostly fairly generic budget options for these colors.
  • Removal: Knights do provide some interesting removal options unique to the tribe itself, and these comprise about half of this suite. The rest are simply value picks appropriate to the deck's color identity.
  • Card Draw & Selection: If you have Syr Gwyn on the battlefield, you are not going to have a problem with card draw, but these other options can help keep the cards flowing otherwise. Almost all of them are unique to the knights/equipment theme.
  • Fun: This module include both the commander and a variety of miscellaneous effects, including some neat combos that might come together every once in a while.

The other half of these modules further contribute to the knights tribal and equipment themes.

  1. Knights ("Go Wide") provide the most straightforward and essential component to this deck--a bunch of knights that boost and support each other. Cards here get knights onto the battlefield and care about other knights being on the battlefield. If you drew nothing but these cards, you'd do just fine.
  2. Knights ("Utility") gets a little fancier, providing more knights that support the tribal theme of the deck just by being knights, but these knights have a variety of unique functions that help you gain value during the game.
  3. The Equippers shift away from the knights a little, bringing in some other creatures that also care about equipment (and sometimes auras), helping you get your equipment onto the battlefield and attached to your creatures as quickly as possible.
  4. The Equipment module of course consists of the equipment that boost your creatures and that so many of your creatures can tutor up, equip for free, etc.

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96% Casual

Competitive

Date added 3 years
Last updated 3 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

2 - 0 Mythic Rares

30 - 0 Rares

29 - 0 Uncommons

14 - 0 Commons

Cards 100
Avg. CMC 2.91
Tokens Knight 2/2 W w/ Vigilance, Morph 2/2 C, Treasure
Folders Budget Commander - Tribal Cycle, EDH Ideas
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